Bill Currie
dbcb664ab4
get stuff that was supposed to be called for the player called again
2006-12-17 11:15:19 +00:00
Bill Currie
c115d935c5
most of the work to get the waypoint editor working. not quite there yet,
...
though
2006-12-16 14:42:55 +00:00
Bill Currie
466184e103
more clean
2006-12-15 10:51:56 +00:00
Bill Currie
9cd6038423
waypoint loading. currently done by hand. while it's safe to load waypoints
...
with bots already in the game, re-loading doesn't seem to be a good idea.
waypoint file must be in the quake fs.
2006-12-11 10:39:43 +00:00
Bill Currie
3450ccb016
various cleanups and some name changes for ease of reading
2006-12-10 06:31:39 +00:00
Bill Currie
25f6b353f7
make sure client number converting doesn't become an infinite loop
2005-01-02 14:27:26 +00:00
Bill Currie
a97652dccf
more bitop cleanups and fix a bug where players wouldn't be able to pick
...
things up after getting gibbed
2004-05-13 20:59:09 +00:00
Bill Currie
93aa9812f6
set the ping etc /after/ setting b_skill and update the diff
2004-05-12 03:36:38 +00:00
Bill Currie
8070348d8a
update to match Ruamoko's entities.h
2004-05-12 03:24:29 +00:00
Bill Currie
1e503e2b3d
don't need csqc now
2004-04-06 20:21:53 +00:00
Bill Currie
27e31a50fa
remove an extra SVC_TEMPENTITY byte that was causing protocol errors
2004-03-15 23:36:30 +00:00
Bill Currie
f75528ced1
use the correct selector in clearMyRoute
2004-03-03 02:21:20 +00:00
Timothy C. McGrath
9e9ddc4017
Fixed the bug with ogres on e1m4 - they now spawn in midair and happily try to
...
kill you again after they fall down. (were exploding when they respawned midair
previously)
This interestingly enough was due to the fact that apparently droptofloor();
does not work if the monster is in death animations. That's OK, I figured it
out. :)
Hikaru
2004-02-19 10:10:15 +00:00
Timothy C. McGrath
ed2cdd502a
Fixed a bug: Normal fish deaths were not producing sounds. Oops.
...
Made fish health a little more realistic. Fish can now be gibbed (it's HARD) by
a super shotgun blast to the face. You have to be extremely close and hit with
all of the pellets. :)
Hikaru
2004-02-19 08:26:38 +00:00
Timothy C. McGrath
cdd54a89c1
Monsters that get stuck in floors/cielings/objects after a respawn will now
...
instagib. The way I'm doing it is buggy according to Grievre, but on the other
hand, I haven't seen any strangeness while playing.
Hikaru
2004-02-14 13:29:24 +00:00
Timothy C. McGrath
a86c777218
Fixed. Had it doing the loop before I was adding the number it was supposed to
...
be adding. Oops.
Thanks Grievre.
Hikaru
2004-02-14 11:41:28 +00:00
Timothy C. McGrath
9871fa2401
defs.qc: added killed_monsters_oldcount so I can keep track of how many
...
monsters were previously seen by the kill detection code in combat.qc.
combat.qc now has a while loop to determine how many kills it should update
the client with.
boss.qc has an adjustment to prevent the boss death from giving you 2 frags.
all the rest have adjustments to make killed_monsters++ on monster death,
assuming you have respawn_enabled set to 1, it will only count gibs. Otherwise
it should work normally.
This code is a little buggy, but Grievre wanted to see, so... *shrug*
Hikaru
2004-02-14 11:23:40 +00:00
Timothy C. McGrath
029ab404b5
bringback.qc moved respawn_enabled to defs.qc and made a float, whitespace fixes
...
defs.qc added respawn_enabled
world.qc added setup for respawn_enabled. Is only checked on map load.
2004-02-14 10:35:17 +00:00
Timothy C. McGrath
9da852c80f
Decided to not make the initial teleporter flash, and so was able to get rid of
...
some (now) unnecessary code :)
Fixed some spelling errors.
Added a suggestion by grievre for setorigin - I now do it all the time, he says
this supposedly needs to be done to prevent weirdness with monsters losing
solidness. I dunno, but it can't hurt.
Hikaru
2004-02-14 08:24:25 +00:00
Timothy C. McGrath
116c809332
Two bugfixes suggested by Grievre - don't tell respawning monsters to run AND walk,
...
and setorigin properly :)
Hikaru
2004-02-14 07:28:40 +00:00
Timothy C. McGrath
cb5e8084cf
Make monsters spawn half the time precisely where they died. I plan on making
...
it eventually do more than just this for the half of the time when they respawn
where they died.
Hikaru
2004-02-13 10:24:30 +00:00
Bill Currie
15c35ae121
remove need for symlinking
2004-02-12 22:16:17 +00:00
Bill Currie
1fdecdcafd
fix a few compile issues
2004-02-12 22:15:37 +00:00
Bill Currie
be35af6714
ignore the .dat and .sym files
2004-02-12 22:03:31 +00:00
Ragnvald Maartmann-Moe IV
c39447a5cf
Missed one.
2004-02-12 05:47:23 +00:00
Ragnvald Maartmann-Moe IV
d686fe0b2e
More &= ~FLAG
stuff, plus Write*(s|V) use.
2004-02-12 05:38:54 +00:00
Timothy C. McGrath
3298f47019
Grievre used prior experience fixing shamblers in prozac to convince me that
...
the code used to wake up monsters after a respawn was broken :)
He also told me how to fix it. I like the way monsters act now.
Hikaru
2004-02-12 02:48:51 +00:00
Jeff Teunissen
5d0b7f81ed
Fix a couple warnings new qfcc gave.
2004-02-11 10:01:45 +00:00
Timothy C. McGrath
e288b1a18a
Removed the self.frags holdover from the historical bringback.qc - it was used
...
for timing purposes.
Fixed respawned scrags - they now don't go straight through walls.
Still trying to determine why demons are getting hung up on some walls...
Hikaru
2004-02-11 09:21:59 +00:00
Bill Currie
dd9e935d81
actually wake up after resurecting
2004-02-11 08:10:21 +00:00
Bill Currie
f2806c8d7b
get debug info into the link
2004-02-11 07:28:49 +00:00
Jeff Teunissen
9ef1a2f337
Okay, before I break the whole thing, it's time to check in. About to start
...
rewriting it in full Ruamoko -- time to give qfcc something to choke on. :)
2004-02-11 07:21:30 +00:00
Bill Currie
2c4f7410fd
extern with = really should be an error...
2004-02-11 06:06:56 +00:00
Bill Currie
05df43535e
use a switch statement for the monster class config stuff
2004-02-11 04:11:29 +00:00
Bill Currie
825691490b
use the new 3 arg state expression to do the respawn delay much less
...
hackily
2004-02-11 04:00:56 +00:00
Bill Currie
f4c1b758d0
Osmod's (John Schuessler, osmod@hotmail.com) "bringback" mod merged in.
...
controled by the respawn_enabled flag (always off at the moment). Most of
the merge work done by Hikaru/Misty (Tim C. McGrath), especially the bug
fixes.
2004-02-11 03:40:03 +00:00
Ragnvald Maartmann-Moe IV
56ea8abf9f
Wandering tabs suck.
2004-02-10 00:00:13 +00:00
Ragnvald Maartmann-Moe IV
a35ed77592
) ) -> ))
2004-02-09 17:03:23 +00:00
Bill Currie
7d516a9ecd
unfortunatly, WriteBytes needs floats
2004-02-09 07:43:28 +00:00
Ragnvald Maartmann-Moe IV
90d7c11e08
Stuff.
2004-02-09 06:15:13 +00:00
Ragnvald Maartmann-Moe IV
ff00c005cc
See above.
2004-02-09 05:16:55 +00:00
Ragnvald Maartmann-Moe IV
17cd47173a
Remove quakec implementation of bit shifts.
2004-02-09 05:15:55 +00:00
Bill Currie
f5e0d75736
add -g for debug
2004-02-09 04:47:52 +00:00
Ragnvald Maartmann-Moe IV
c9150ef436
Sanity improvements. It's not enough, yet, though...
2004-02-09 04:41:39 +00:00
Ragnvald Maartmann-Moe IV
f63eb36504
Ignore progdefs.h
2004-02-09 04:27:23 +00:00
Ragnvald Maartmann-Moe IV
1cb1b902f9
Beware. klik of death.
2004-02-09 04:25:00 +00:00
Ragnvald Maartmann-Moe IV
cf14b40c95
Whitespace, and use WriteBytes, WriteCoordV, WriteAngleV, and switch.
2004-02-09 00:03:10 +00:00
Timothy C. McGrath
2a2cd058cd
More whitespace, one more line. :)
...
Hikaru
2004-02-08 08:27:33 +00:00
Timothy C. McGrath
2e45f628b9
Minor one line whitespace fix.
...
Hikaru
2004-02-08 08:21:07 +00:00
Ragnvald Maartmann-Moe IV
88fcbcbcfd
Whitespace, codingstyle, and other QFisms.
2004-02-08 07:34:17 +00:00